/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "bladerunner/script/scene_script.h" namespace BladeRunner { void SceneScriptBB04::InitializeScene() { if (Game_Flag_Query(283)) { Setup_Scene_Information(-107.0f, -26.6f, 397.0f, 29); Game_Flag_Reset(283); } else { Setup_Scene_Information(-15.0f, -25.17f, 45.0f, 691); } Scene_Exit_Add_2D_Exit(0, 218, 102, 360, 254, 1); Scene_Exit_Add_2D_Exit(1, 0, 334, 639, 479, 2); Ambient_Sounds_Add_Looping_Sound(54, 20, 0, 1); Ambient_Sounds_Add_Looping_Sound(103, 40, 0, 1); Ambient_Sounds_Add_Looping_Sound(105, 44, -100, 1); Ambient_Sounds_Add_Sound(443, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(444, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(445, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(446, 2, 180, 14, 16, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(303, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(304, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(305, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(306, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(307, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(308, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(309, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(310, 5, 50, 17, 27, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(90, 5, 50, 17, 17, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(91, 5, 50, 17, 17, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(375, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(376, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(377, 5, 180, 25, 25, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(72, 5, 80, 20, 20, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(73, 5, 80, 20, 20, -100, 100, -101, -101, 0, 0); Ambient_Sounds_Add_Sound(74, 5, 80, 20, 20, -100, 100, -101, -101, 0, 0); } void SceneScriptBB04::SceneLoaded() { Obstacle_Object("DH TRASH", true); } bool SceneScriptBB04::MouseClick(int x, int y) { return false; } bool SceneScriptBB04::ClickedOn3DObject(const char *objectName, bool a2) { return false; } bool SceneScriptBB04::ClickedOnActor(int actorId) { return false; } bool SceneScriptBB04::ClickedOnItem(int itemId, bool a2) { return false; } bool SceneScriptBB04::ClickedOnExit(int exitId) { if (exitId == 0) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -92.0f, -26.6f, 45.0f, 0, 1, false, 0)) { Player_Loses_Control(); Loop_Actor_Walk_To_XYZ(kActorMcCoy, -15.0f, -25.17f, 45.0f, 0, 0, false, 0); Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(333); Game_Flag_Set(493); Set_Enter(1, kSceneBB02); } return true; } if (exitId == 1) { if (!Loop_Actor_Walk_To_XYZ(kActorMcCoy, -107.0f, -26.6f, 397.0f, 0, 1, false, 0)) { Ambient_Sounds_Remove_All_Non_Looping_Sounds(1); Ambient_Sounds_Remove_All_Looping_Sounds(1); Game_Flag_Set(284); Set_Enter(21, kSceneBB03); } return true; } return false; } bool SceneScriptBB04::ClickedOn2DRegion(int region) { return false; } void SceneScriptBB04::SceneFrameAdvanced(int frame) { } void SceneScriptBB04::ActorChangedGoal(int actorId, int newGoal, int oldGoal, bool currentSet) { } void SceneScriptBB04::PlayerWalkedIn() { if (Game_Flag_Query(332)) { Loop_Actor_Walk_To_XYZ(kActorMcCoy, -92.0f, -26.6f, 45.0f, 0, 0, false, 0); Player_Gains_Control(); Game_Flag_Reset(332); } } void SceneScriptBB04::PlayerWalkedOut() { } void SceneScriptBB04::DialogueQueueFlushed(int a1) { } } // End of namespace BladeRunner